Players who cannot manage to not click into a tree, and expect the game to move their player where they 'mean' to go and not where they actually click, should return to whatever themepark genre they are accustom to.

You kids could have had a gem but when the staff is completely rude ass holes it's not hard to see why this game barely reaches 400 daily users.

After a while, you'll realize that pathfinding is a crutch that keeps you from running at full speed.I find myself preferring the no-pathfinding approach in Salem.For full disclosure: at one point I actually implemented a (very naive) form of pathfinding that checked for common obstacles along the selected path and if there were any present plotted a trajectory with a single kink that avoided them. I scrapped it pretty quickly because I like my character to go exactly where I tell him to go. Even if that is straight into a skeleton in my mine i keep forgetting to clean up.

Pathfinding would really not make any sense in Salem.The only thing I'd be ok with, is if you would not simply stop at any and all obstacles at all angles, but instead "slide" in the direction according to the angle of your movement and the angle of the objects hitbox you run into, ofc at lower speed, this could make movement a whole lot smoother, and as it's Salem, you'd probably take (minor) blood damage while scratching your head over the surface of something solid.

Need something? Here is my Shop (Including some useful info for new/returning players at the bottom of the first post)

If you just entered the game and complain about clicking a log to chop a tree, what you will say about the fighting system?I can almost imagine, how crap it will be for you.

Salem don't need pathfinding, once you figured out, how to use it, you will see it works well.Also you will realize, that you have to figure out much more, that other games just throw you in front of your feets.

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